The following races are available for play in Warj'Arune. Talk to your DM about which ones fit in the region of the world your campaign will take place in, whether or not the races with a Level Adjustment are allowed, etc.

NOTE: Due to the number of playable races that have a 1 or 2 Level Adjustment, it is recommended that DMs begin play at 3rd Level or higher.

Humans

Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.

Human base land speed is 30 feet.

1 extra feat at 1st level.

4 extra skill points at 1st level and 1 extra skill point at each additional level.

Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.

Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.

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Aasimar

Aasimars are humans with some trace of celestial blood in their veins, and are considered "Planetouched". They are usually tall, good-looking, and generally pleasant. Some have a minor physical trait suggesting their heritage, such as silver hair, golden eyes, or an unnaturally intense stare.

Most aasimars are decidedly good-aligned. They fight against evil causes and attempt to sway others to do the right thing. Occasionally they take on the vengeful, judgmental aspect of their celestial ancestor, but this is rare. Aasimars usually like a fair, straightforward contest. Against a particularly evil foe, however, they fight with utter conviction and to the death.

Aasimar characters possess the following racial traits.

+2 Wisdom, +2 Charisma.

Medium size.

An Aasimar’s base land speed is 30 feet.

Darkvision: Aasimar can see in the dark up to 60 feet.

Racial Skills: Aasimar have a +2 racial bonus on Spot and Listen checks.

Spell-like Ability: Daylight (Aasimar can cast Daylight once per day as a Sorcerer with a caster level equal to their Hit Dice.)

Spell-like Ability: Protection From Evil (Aasimar can cast Protection From Evil once per day as a Sorcerer with a caster level equal to their Hit Dice.)

Spell-like Ability: Light (Aasimar can cast Light 3 times per day as a Sorcerer with a caster level equal to their Hit Dice.)

NOTE: All Aasimar MUST begin play with a Good alignment. THERE ARE NO EXCEPTIONS TO THIS. Want to play a neutral or evil Aasimar? Start as Good, and then roleplay it out with some DMs. Expect it to be a long and arduous task.
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Dragonblooded

The Dragonblooded are a race of humans touched with the blood of a draconic ancestor, in many ways paralleling their Planar relatives, the Aasimar and the Tieflings. Although many of these beings have skin tinted towards the color of their ancestor, this is not a rule, and they are often difficult to distinguish from normal humans… until you see their tail.

It is rumored that the original Dragonblooded in the era of the Tanar'ri Wars were far more powerful than their descendants of today. Scholars have dubbed these ancient warriors "Awakened", and debate among their academic circles, wondering whether or not the Dragonblooded of today have the capacity to become Awakened themselves. If so, they would doubtless be a great force for Evil or Good, as there has never been a Neutral Dragonblooded in all recorded history. They always take on the alignment of their ancestor, for good or ill, and no matter how thin the draconic blood.

All Dragonblooded have these traits in addition to the normal human traits, except where noted:

Stability: A Dragonblooded gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground) from having a functional tail.

Enhanced Grappling: Dragonblooded are treated as 1 Size Category larger for purposes of Grappling, as long as they use their tail in the grapple attempt (whether they are initiating or resisting). Alternatively, they can grapple as their normal Size Category but use their tail to make Natural Attacks (see below) on the opponent they're grappling with, or any adjacent foe.

Racial Skills: Dragonblooded have a +2 racial bonus on Spot, Search, Lore, Spellcraft and Use Magic Device checks. They also gain a +4 on Diplomacy checks with either Good or Evil dragons (depending on their lineage).

Special Quality: Immunity to Dragon Fear.

Sorcerous Blood: All Dragonblooded have a little sorcerer in them. They begin play with 1 spell from the 0th Level Sorcerer spell list, of their choice. They can cast this spell once per day as a Sorcerer of their character level, or more if they have bonus spells from having a high Charisma. DC is Charisma based.

Favored Prestige Class: Dragon Disciple. Dragonblooded qualify for the Dragon Disciple prestige class without having to meet any of the normal prerequisites; they can take the 1st level of that prestige class at their 6th character level. Bonus spells/day from the Dragon Disciple prestige class will apply to their Sorcerous Blood spell at their option, or automatically if they do not have any levels of Sorcerer or Bard to apply them to.

Natural Attacks: You gain a Tail Slap attack appropriate for your Size category (usually medium), and are not considered to be fighting unarmed when you attack with it. Fighting with your hands or feet however is still considered unarmed unless you take the Unarmed Strike feat, levels in the Monk class, or something similar.

Extraordinary Ability: Tail Sweep Attack (Trip attempt against all adjacent opponents as a full round action. You gain +4 on this check, and they cannot try to Trip you if you fail to trip them).

NOTE: All Dragonblooded MUST begin play with a Good or Evil alignment. THERE ARE NO EXCEPTIONS TO THIS. Want to play a Neutral Dragonblooded? Start as Good or Evil, and then roleplay it out with some DMs. Expect it to be a long and arduous task.
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Dwarves, Duergar

Sometimes called gray dwarves, these evil beings dwell in the underground. In the world of Warj'Arune, the Duergar are an outcast clan of dwarves who have been touched by Erythnul, and as such have a spiritual connection with Ogres.

Most Duergar are bald (even the females), and they dress in drab clothing that is designed to blend into stone. In their lairs they may wear jewelry, but it is always kept dull. They war with other dwarves, and ally themselves with other Underdark creatures.

These traits are in addition to the Firebrand Dwarf traits, except where noted:

-4 Charisma instead of -2.

Darkvision out to 120 feet.

Immunity to paralysis, phantasms, and poison. This trait replaces the Firebrand Dwarf’s +2 racial bonus on saving throws against poison.

+4 racial bonus on saves against spells and spell-like abilities, instead of +2.

Spell-Like Abilities: 1/day—enlarge person and invisibility as a wizard of twice the duergar’s class level (minimum caster level 3rd); these abilities affect only the duergar and whatever it carries.

Light Sensitivity: Duergar are dazzled in bright sunlight or within the radius of a daylight spell.

Unlike other dwarves, duergar do not have weapon familiarity with the dwarven waraxe and dwarven urgrosh.

Effective Level Adjustment +1

NOTE: All Duergar MUST begin play with an Evil alignment. THERE ARE NO EXCEPTIONS TO THIS. Want to play a neutral or good Duergar? Start as Evil, and then roleplay it out with some DMs. Expect it to be a long and arduous task.
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Dwarves, Firebrand

Firebrand Dwarves favor earth tones in their clothing and prefer simple and functional garb. The skin can be very dark, but it is always some shade of tan or brown. Hair color can be black, gray, or brown. Dwarves average 4 feet tall and weigh as much as adult humans.

All Dwarves speak Dwarven. Most who travel outside dwarven lands (as traders, mercenaries, or adventurers) know the Common tongue, while warriors in the dwarven cities usually learn Goblin to better interrogate and spy on those evil denizens of the deep caves. Most dwarves encountered outside their home are warriors.

Dwarves are experts in combat, effectively using their environment and executing well-planned group attacks. They rarely use magic in fights, since they have few wizards or sorcerers (but dwarven clerics throw themselves into battle as heartily as their fellow warriors). If they have time to prepare, they may build deadfalls or other traps involving stone. In addition to the dwarven waraxe and thrown hammer, dwarves also use warhammers, picks, shortbows, heavy crossbows, and maces.

Firebrand Dwarves possess the following racial traits:

+2 Constitution, -2 Charisma.

Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.

Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).

Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.

Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.

+2 racial bonus on Appraise checks that are related to stone or metal items.

Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing

NOTE: All Firebrand Dwarves MUST NOT begin play with an Evil alignment. THERE ARE NO EXCEPTIONS TO THIS. Want to play an evil Firebrand Dwarf? Start as Neutral or Good, and then roleplay it out with some DMs. Expect it to be a long and arduous task.
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Dwarves, Frostbrand

The ancestors of the Frostbrand Dwarves separated from the Firebrand Dwarves long ago, and moved north into the arctic regions of Warj'Arune (see the relevant World Lore on their separation).

These traits are in addition to the Firebrand Dwarf traits, except where noted:

+4 Constitution (instead of the normal +2.)

Racial bonus on saves against spells and spell-like abilities increases to +3.

Racial bonus on Fortitude saves against poisons increases to +3.

Racial bonus on Fortitude saves against disease +3.

Racial Bonus: Arctic Adaptation (Frostbrand Dwarves do not suffer subdual damage from cold, though they can still suffer lethal damage (but see Special Qualities below).)

Racial Bonus: Arctic Mastery (In frozen terrain or snowfall, Frostbrand Dwarves get +1 to all attack rolls, skill checks and base ability checks, and their enemies get -1 on all those checks against them. When resting in arctic cold conditions they heal an additional number of Hit Points per day equal to their Hit Dice, or one extra Ability Point per day, above normal.)

Darkvision out to 90 feet.

Bonus Feat: Endurance. If they would normally gain the Endurance feat from class/level, they will instead gain the Diehard feat at that time.

Special Quality: Cold Resistance 5.

Special Quality: No penalty for movement over Ice or Snow or other frozen terrain hazards.

NOTE: All Frostbrand Dwarves MUST NOT begin play with an Evil alignment. THERE ARE NO EXCEPTIONS TO THIS. Want to play an evil Frostbrand Dwarf? Start as Neutral or Good, and then roleplay it out with some DMs. Expect it to be a long and arduous task.
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Elves, Desert

These tribal and nomadic elves have been living in The Great Desert for generations, and have thus adapted to that environment. They tend to be less attached to material possessions, and will often relieve others' of theirs' when it suits them, as they view the concept of "individual property" to be artificial. Likewise, they will often freely give of their own resources, particularly when their own survival is secure.

All Desert Elves have these traits in addition to the normal High Elf traits, except where noted.

+0 Constitution (they do not incur the normal elven penalty of -2).

Racial Bonus: +5 feet to Base Movement. Desert Elves are a little faster than other elves, and this bonus applies regardless of the type of armor they are wearing.

Racial Bonus: Desert Adaptation (Desert Elves do not suffer subdual damage from heat, though they can still suffer lethal damage.)

Bonus Feat: Run. All Desert Elves excel at running.

Bonus Feat: Endurance. If they would normally gain the Endurance feat from class/level, they will instead gain the Diehard feat at that time.

Racial Bonus: Desert Mastery (In desert terrain, Desert Elves get +1 to all attack rolls, skill checks and base ability checks, and their enemies get -1 on all those checks against them. When resting in desert conditions they heal an additional number of Hit Points per day equal to their Hit Dice, or one extra Ability Point per day, above normal. In the Great Desert specifically, they gain a +4 bonus to any checks to avoid getting lost, or to find water.)

Special Ability: Find The Way Home (Desert Elves always know the direction of their home tribe wherever they are, in or out of the Great Desert, and do not suffer the normal chance of getting lost in the Great Desert if their destination of travel is their home tribe.)

Guild Affinity: Sandwalkers (Desert Elves gain a +4 bonus on Diplomacy checks with any member of the Sandwalkers, and generally preferential treatment. You gain an automatic 10% discount on any items or services purchased from Sandwalker merchants or guides, and they will always appraise all items bought or sold from/to them truthfully on your behalf. You have an easier time joining this guild than do other races.)

Weapon Proficiency: Desert Elves receive the Martial Weapon Proficiency feats for the scimitar and kukri, and do not gain the High Elf racial proficiency with the longsword, longbow or composite longbow.

Automatic Languages: Common, Elven.

Favored Class: Rogue OR Ranger. This trait replaces the high elf’s favored class.

Effective Level Adjustment +1

NOTE: All Desert Elves MUST NOT begin play with an Evil alignment. THERE ARE NO EXCEPTIONS TO THIS. Want to play an evil Desert Elf? Start as Neutral or Good, and then roleplay it out with some DMs. Expect it to be a long and arduous task.
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Elves, Drow

Also known as dark elves, drow are a depraved and evil subterranean offshoot, created by the evil spider-goddess Lolth. White is the most common hair color among drow, but almost any pale shade is possible. Drow tend to be smaller and thinner than other sorts of elves, and their eyes are often a vivid red.

Drow possess the following traits in addition to the normal High Elf traits, except where noted:

+2 Intelligence, +2 Charisma.

Darkvision out to 120 feet. This trait replaces the high elf’s low-light vision.

Spell resistance equal to 12 + class levels.

+2 racial bonus on Will saves against spells and spell-like abilities.

Racial Ability: Poison Use (all Drow know how to craft Drow sleep poison if they have the ingredients handy, and never suffer a chance of accidentally poisoning themselves when applying any type of Injury-based poison to a weapon (though they can still poison themselves in combat by fumbling). They automatically succeed at Craft Poisonmaking checks to create Drow sleep poison.)

Spell-Like Abilities: Drow can use the following spell-like abilities once per day: Darkness and Levitate. They can use the following spell-like abilities 3 times per day: Faerie Fire, Dancing Lights. Caster level equals the drow’s class levels.

Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf’s weapon proficiency.

NOTE: All Drow MUST begin play with an Evil alignment. THERE ARE NO EXCEPTIONS TO THIS. Want to play a neutral or good Drow? Start as Evil, and then roleplay it out with some DMs. Expect it to be a long and arduous task.
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Elves, High

Elves average 5 feet tall and typically weigh just over 100 pounds. They live on fruits and grains, though they occasionally hunt for fresh meat. Elves prefer colorful clothes, usually with a green-and-gray cloak that blends well with the colors of the forest. Most elves encountered outside their homes are warriors.

Elves are cautious warriors and take time to analyze their opponents and the location of the fight if at all possible, maximizing their advantage by using ambushes, snipers, and camouflage. They prefer to fire from cover and retreat before they are found, repeating this maneuver until all of their enemies are dead.

They prefer longbows, shortbows, rapiers, and longswords. In melee, elves are graceful and deadly, using complex maneuvers that are beautiful to observe. Their wizards often use sleep spells during combat because these won’t affect other elves.

High Elves possess the following racial traits:

+2 Dexterity, -2 Constitution.

Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.

Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

Favored Class: Wizard. A multiclass elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.

NOTE: All High Elves MUST NOT begin play with an Evil alignment. THERE ARE NO EXCEPTIONS TO THIS. Want to play an evil High Elf? Start as Neutral or Good, and then roleplay it out with some DMs. Expect it to be a long and arduous task.
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Elves, Winter

The blue-skinned Winter Elves are an arctic offshoot of the traditional High Elves that populate Endrel and Tal'Endrel. Their line was altered long ago to make them at home in the colder regions of the world, hardier than their cousins, and with a few more innate abilities. They are found almost exclusively in the Everwinter Woods, where the two factions among them guard sacred shrines of either Obad Hai or Ehlonna. Nevertheless, the rare adventuring types can be seen in the far reaches of Warj'Arune.

All Winter Elves have these traits in addition to the normal High Elf traits, except where noted.

Racial Bonus: Arctic Adaptation (Winter Elves do not suffer subdual damage from cold, though they can still suffer lethal damage (but see Special Qualities below).)

Supernatural Abilities: At will White Wolf form (Shapeshift to a Magical Beast for an indefinite duration: their form is that of a normal Wolf except their base Movement is now 80 feet. Their worn gear magically melds into this form, and does not provide it's normal bonuses. They retain their normal Attributes and Hit Dice, but gain +2 Natural Armor, and the Strength, Dexterity and Natural Armor bonuses that a Druid's Animal Companion normally gets (based on their total character level). They gain the Scent special ability, can track by scent with a +4 bonus and ignore the normal penalties for not having the Track feat (while tracking by Scent only), gain the Trip special ability that Wolves normally get, retain all the Winter Elf racial abilities, class abilities that can be used in such a form (i.e. without hands or standing on two legs, etc), they can speak in this form (pitch is a bit of a growl), and can qualify for Feats that list Wildshape as a prerequisite. NOTE: This ability does NOT count as Wildshape for any purpose other than qualifying for Feats.)

Special Quality: Cold Resistance 5.

Special Quality: No penalty for movement over Ice or Snow or other frozen terrain hazards.

Racial Bonus: +3 on all Wild Empathy checks, if they ever gain the Wild Empathy ability.

NOTE: All Winter Elves MUST NOT begin play with an Evil alignment. THERE ARE NO EXCEPTIONS TO THIS. Want to play an evil Winter Elf? Start as Neutral or Good, and then roleplay it out with some DMs. Expect it to be a long and arduous task.
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Gnomes

Gnomes stand 3 to 3½ feet tall and weigh 40 to 45 pounds. Their skin color ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue. Gnome males prefer short, carefully trimmed beards. Gnomes generally wear leather or earth tones, though they decorate their clothes with intricate stitching or fine jewelry. Gnomes reach adulthood at about age 40, and they live about 350 years, though some can live almost 500 years.

Gnomes prefer misdirection and deception over direct confrontation. They would rather befuddle or embarrass foes (other than goblinoids or kobolds) than kill them. Gnomes make heavy use of illusion magic and carefully prepared ambushes and traps whenever they can.

Gnomes possess the following racial traits:

+2 Constitution, -2 Strength.

Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.

Gnome base land speed is 20 feet.

Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.

Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.

+1 racial bonus on attack rolls against kobolds and goblinoids.

+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.

+2 racial bonus on Listen checks.

+2 racial bonus on Craft (alchemy) checks.

Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description.

Favored Class: Bard. A multiclass gnome’s bard class does not count when determining whether he takes an experience point penalty.

NOTE: All Gnomes MUST NOT begin play with an Evil alignment. THERE ARE NO EXCEPTIONS TO THIS. Want to play an evil Gnome? Start as Neutral or Good, and then roleplay it out with some DMs. Expect it to be a long and arduous task.
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Guardians

The Guardians are a living race of Constructs created in a joint venture by the Guild of Sartii Magi and an elite team of Gnomish inventors from the Astoro Mountains. While the Sartii Magi have long had construct guardians in their guild halls, this new evolution was designed specifically to respond to the newest threat from the Ravannese military to the south: the alliance with the Underdark; with the Drow & Duergar came the Minotaurs, a race unseen since the Tanar'ri Wars of old, and the Sartii troops were ill-prepared to deal with such a menace.

Guardians usually appear as massive humanoids molded from a composite of materials (obsidian, iron, stone, darkwood, and silver) though they move with surprising grace and flexibility. Flexible plates connected with fibrous bundles make up the body of a Guardian, topped by a mostly featureless head. In their standard form, they stand between 6 and 6-1/2 feet tall. Guardians generally weigh about 300 pounds. They are also able to Reconfigure themselves at will, in several ways (see below).

Guardians have no physical distinction of gender, and all Guardians have a body shape that is basically male. In personality, some Guardians seem more masculine or feminine, but different people might judge the same Guardian in different ways. The Guardians themselves seem wholly unconcerned with matters of gender. They do not age naturally, though their bodies do decay slowly even as their minds improve through learning and experience.

Guardians are able to modify their bodies through magic. Many Guardians are adorned with heavier metal plates than those their creator originally provided, built-in weaponry, and other enhancements to their physical form, which helps to differentiate one Guardian from another.

The Guardians were created to be adaptable to both combat and exploration, free-willed, and forever loyal to the Kingdom of Sartii and its cause. They gain the following traits:

+2 Strength, +4 Constitution, –2 Wisdom, -2 Charisma.

Base land speed is 30 feet.

Special Quality: Composite Plating (The plating used to build a Guardian provides a +4 armor bonus, and in all ways functions as a Chain Shirt. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a Guardian cannot wear armor or magic robes. A Guardian can be enchanted just as armor can be. The creature must be present for the entire time it takes to enchant him. Any class ability that allows a Guardian to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well. This is an extraordinary ability.)

Special Quality: Medium Fortification (When a critical hit or sneak attack is scored on a Guardian, there is a 50% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. This is an extraordinary ability.)

Special Quality: Living Construct Traits (see below.)

Special Quality: Flawed Construction (The work of the Astoro Gnomes is ingenious, but also imperfect. All Guardians begin the game with 1 Flaw (see the Traits & Flaws section of the d20 SRD) for which they get no bonus feat. They may still take up to 2 additional Flaws to gain bonus feats normally, if they wish, and they may take up to 2 Traits as normal. Guardians also gain access to a special Feat: Flawless Construction (see below).)

Special Ability: Reconfiguration, Stabilize (Guardians can reconfigure their physical form at will. Spend a move action to move most of your mass towards your lower body and dig anchors into the ground below you. You are now immobilized (Dex -2, cannot move) though your upper body functions normally. You are treated as Huge Size for purposes of resisting being moved, Grappled, Bull Rush, Trip attempts, Overrun, Thrown, etc. You must be on stable ground or some large surface to use this ability (a ship's deck works, a tightrope or waterwalking does not), though if it's made of solid metal or some special material that you could not dig anchors into, you're only treated as Large Size instead. You may stay in this form indefinitely, or spend a Move action to return to your standard form.)

Special Ability: Reconfiguration, War Form (Guardians can reconfigure their physical form at will. Spend a Full Round Action to expand your physical body to Large Size. Your mass / weight does not change, just your Size. You may stay in this form indefinitely, or spend a Full Round Action to return to Medium Size. You can use your Stabilize ability in this form, though it functions as normal despite your current size category.)

Special Ability: Scout Form (Guardians can reconfigure their physical form at will. Spend a Full Round Action to reduce your physical body to Small Size. Your mass / weight does not change, just your size. You may stay in this form indefinitely, or spend a Full Round Action to return to Medium Size. You can use your Stabilize ability in this form, though it functions as normal despite your current size category.)

Natural Attacks: You are never considered unarmed or unarmored, and gain the Improved Unarmed Strike feat for free at 1st level. You cannot, however, benefit from the Stunning Fist feat or any other Ki powers (see Class Restrictions below).

Automatic Language: Common. Bonus Languages: None.

Class Restrictions: While Guardians can take levels of the Monk class, they cannot ever gain Ki powers, and will experience all the penalties of wearing armor.

Favored Class: Fighter.

Effective Level Adjustment +2

NOTE: All Guardians MUST NOT begin play with an Evil alignment. THERE ARE NO EXCEPTIONS TO THIS. Want to play an evil Guardian? Start as Neutral or Good, and then roleplay it out with some DMs. Expect it to be a long and arduous task.
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Living Construct Subtype: A living construct is a new subtype of construct, a created being given sentience and free will through powerful and complex creation enchantments. Living constructs combine aspects of both constructs and living creatures, as detailed below:

Features: A living construct derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.

Traits: A living construct possesses the following traits (unless otherwise noted in a creature’s entry).

Unlike other constructs, a living construct has a Constitution score. A living construct does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.

Unlike other constructs, a living construct is not immune to mind-influencing effects, but they do gain a +2 on all saves vs. mind-influencing effects.

Living Constructs gain Low light vision, and Darkvision out to 60', just like normal Constructs.

Unlike other constructs, living constructs are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.

Unlike other constructs, a living construct can use the run action.

Living constructs can be affected by spells that target living creatures (with the exception of Polymorph, Baleful Polymorph, and similar effects that don't also specify the inclusion of Objects/Constructs) as well as by all those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a living construct.

A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than –10, a living construct is inert (unless he possesses the Diehard feat or something similar.) He is unconscious and helpless, and he cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.

Can be raised or resurrected.

Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions.

Does not need to sleep, but must rest for 8 hours before preparing spells.

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Half-Elves

Half-elves are not truly an elf subrace, but they are often mistaken for elves. Half-elves usually inherit a good blend of their parents’ physical characteristics.

Half-Elves possess the following racial traits:

Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.

Half-elf base land speed is 30 feet.

Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.

Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

+1 racial bonus on Listen, Search, and Spot checks.

+2 racial bonus on Diplomacy and Gather Information checks.

Elven Blood: For all effects related to race, a half-elf is considered an elf.

Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).

Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.

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Half-Orcs

These orc-human crossbreeds can be found in either orc or human society (where their status varies according to local sentiments), or in communities of their own. Half-orcs usually inherit a good blend of the physical characteristics of their parents. They are as tall as humans and a little heavier, thanks to their muscle. They have greenish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and coarse body hair. Half-orcs who have lived among or near orcs have scars, in keeping with orcish tradition.

Half-orcs possess the following racial traits:

+2 Strength, -2 Intelligence, -2 Charisma. NOTE: A half-orc’s starting Intelligence score is always at least 3. If this adjustment would lower the character’s score to 1 or 2, his score is nevertheless 3.

Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.

Half-orc base land speed is 30 feet.

Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.

Orc Blood: For all effects related to race, a half-orc is considered an orc.

Favored Class: Barbarian. A multiclass half-orc’s barbarian class does not count when determining whether he takes an experience point penalty.

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Halflings, Predatory

In the world of Warj'Arune, the Halflings are a very different breed from those of the standard D&D settings. They are certainly a far cry from the Hobbits of J.R.R. Tolkien's world. Our Halflings are much closer to the Athasian Halflings of the Dark Sun setting, or the Vargs from the world of Conan. There are a number of reasons for this, although the most widely accepted is that their creator, the deity Yondalla, is rumored to have been destroyed at the beginning of the Tanarri Wars.

Halflings may not begin with any Good or Lawful Alignment. They are considered natural predators by most other races, and although they are tolerated in many of the predominantly Evil regions of Warj'Arune, they are never very trusted or welcome. Perhaps most violently aggressive towards the Halflings are the Minotaurs, and rightly so; Halflings crave the taste of their bovine flesh. They also enjoy the taste of Elven flesh, and as such have made enemies of both the surface Elven nations and the Drow, though there are a few Halflings that can get around the Underdark when push comes to shove.

In our world, all Halflings gain the ability to enter a "Feeding Frenzy", which allows them to feast upon the corpse of a freshly killed enemy. During this time, they are exceedingly vulnerable to attack, for they can think of nothing else besides shoveling the hot, steaming chunks of carcass down their throbbing gullets. As a side benefit however, a Halfling will heal a certain amount of damage every round that he/she feeds on a fallen opponent, based on that opponent's Hit Dice. Halflings in such a Frenzy will continue to feed until the corpse is consumed or 30 minutes have passed, whichever comes first. They gain a temporary Constitution boost after feeding in such a manner.

In order for a non-Halfling to have any chance of surviving a visit to a Halfling village, they must be in the company of a Halfling who designates them as being under their protection, or otherwise have some established relationship with the local chieftan.

Halflings stand about 3 feet tall and usually weigh between 30 and 35 pounds. They have brown or black eyes. Halfling men often have long sideburns, but beards are rare among them and mustaches almost unseen. Halflings prefer simple, comfortable, and practical clothes. Unlike members of most races, they prefer actual comfort to shows of wealth. Halflings reach adulthood in their early twenties and generally live into the middle of their second century.

Halflings prefer to ambush their prey, usually hiding and launching ranged attacks as the foe approaches, then pouncing on them to feed.

Halflings possess the following racial traits:

+2 Dexterity, -2 Strength.

Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.

Halfling base land speed is 20 feet.

+2 racial bonus on Climb, Jump, Listen, and Move Silently checks.

+1 racial bonus on all saving throws.

+2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.

+1 racial bonus on attack rolls with thrown weapons and slings.

Feeding Frenzy: At will a Halfling can enter a Feeding Frenzy and cannibalize a creature that was killed in the last 10 rounds. The target must have been sentient when alive, and it must be a creature that is normally subject to precision damage. The halfling gains the Diehard feat and Fast Healing equal to the fallen creature's Hit Dice during the time they are feeding, and will feed until the corpse is gone or 30 minutes have passed, whichever comes sooner. While feeding in this manner, they are utterly fixated and ignore everything else, including enemies, attacks against them, and even impending death. Any attempt to interrupt them with Compulsion effects will automatically fail. At the end of their feast, they gain a temporary bonus of +1 to CON for every Hit Die the consumed creature had, for 1 hour. This is a supernatural effect.

Favored Class: Rogue. A multiclass halfling’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing.

NOTE: Halflings MAY NOT begin play with a Good or Lawful alignment. THERE ARE NO EXCEPTIONS TO THIS. If you wish to play a Halfling with a Good or Lawful alignment, start as Neutral or Evil/Chaotic, and then roleplay it out with some DMs. Expect it to be a long and arduous task.
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Kobolds

Hailing from the mighty Kobold empire in the windswept and frigid Ogrelands, the Kobolds of Warj'Arune are a nimble and dangerous breed. They tend to travel in packs, though adventurous kobolds can also be found alone, causing trouble. Kobolds are actually related to dragons, and are reptilian in nature. They are small creatures, capable of hiding fairly easily and almost impossible to catch when fleeing from opponents.

All Kobolds have the following traits:

+4 Dexterity, -4 Strength, -2 Constitution +2 Charisma

Dragonblooded subtype

Small Size

Movement: 30 feet.

Darkvision 60'

Racial Skills: Kobolds have a +2 racial bonus on Craft Trap, Profession(Miner) and Search checks, a +4 racial bonus on Climb and Tumble checks, and a +6 racial bonus on Jump checks. Jump and Tumble are always class skills for them.

Racial Bonus: Arctic Adaptation (Kobolds do not suffer subdual damage from cold, though lethal cold damage still affects them normally).

Jump Mastery: Kobolds in Warj'Arune are excellent leapers. Their High Jump check DCs are only 3 times the distance to be cleared, and their Long Jump check DCs are all 5 less than normal. They only need a 10' running start to make jumps at no penalty, and the DCs are only multiplied by 1.5 if they don't have a running start. They ignore the first 20 feet of falling damage. Additionally, they only suffer 1d4 damage for every 10 feet they fall (after the first 20 feet), instead of the normal 1d6.

Leap Attack: A Kobold can leap or dive upon an opponent as part of an attack. This is considered a Charge, with all the normal bonuses and penalties, except that the Kobold also adds 1d4 damage for every 10 feet they fell, assuming they hit. Note that they usually gain +1 to hit for higher ground in addition to the normal Charge bonus to hit, when jumping on an opponent. Also, Kobolds suffer falling damage when using this ability, even if they can fly (you're voluntarily dropping yourself on an opponent). The tumble skill can be used normally to reduced falling damage, but the damage done to the target will be reduced as well in that case. You suffer a -2 penalty on your Attack Roll for every 10 feet beyond the first 20 feet of height (similar to a range increment, although there is no maximum height you can try from.)

Natural Armor +1

Sorcerous Blood: All Kobolds have a little sorcerer in them. They begin play with 2 spells from the 0th Level Sorcerer spell list, of their choice. They can cast 1 of these spells per day as a Sorcerer of their character level, or more if they have bonus spells from having a high Charisma. DC is Charisma based.

Favored Prestige Class: Dragon Disciple. Kobolds qualify for the Dragon Disciple prestige class without having to meet any of the normal prerequisites; they can take the 1st level of that prestige class at their 3rd character level. Bonus spells/day from the Dragon Disciple prestige class will apply to their Sorcerous Blood spells at their option, or automatically if they do not have any levels of Sorcerer or Bard to apply them to. They gain wings upon taking the 1st level of this prestige class, although they cannot actually Fly with them until the 9th level of the Prestige Class. Until that point, they get a 20' Glide.

Supernatural Abilities: 1/day Run Away!!! (For 10 rounds the Kobold loses control and will simply flee from all hostile creatures as fast as possible in whatever direction has the least threats, or randomly if there are several such options. During this time their Base Movement is doubled, they automatically Take 10 on all Balance, Climb, Jump and Tumble checks, they cannot be tripped, blocked, bullrushed or grappled, are immune to Compulsion effects, gain the benefits of a Freedom of Movement spell, and are partially ethereal enabling them to move through solid objects up to 5' in thickness (including other creatures) and attacking enemies suffer a 25% miss chance. The etherealness effect does not function in a place where a Dimensional Anchor or similar effect is active.)

Light Sensitive: Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.

Automatic Languages: Common, Draconic.

Favored Class: Sorcerer.

Effective Level Adjustment +1

NOTE: Kobolds MAY NOT begin play with a Good alignment. THERE ARE NO EXCEPTIONS TO THIS. If you wish to play a Kobold with a Good alignment, start as Neutral or Evil, and then roleplay it out with some DMs. Expect it to be a long and arduous task.
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Minotaurs

A Minotaur stands more than 7 feet tall and weighs over 700 pounds. In the world of Warj'Arune, the Minotaur race was created to be soldier-slaves of the Tanar'ri, during the original Tanar'ri wars (roughly 10,000 years ago). All Minotaurs have a spiritual connection with their Abyssal ancestors, and Tanar'ri tend to favor them in any dealings with mortals. Although Minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to any Maze effects, and prevents them from ever becoming lost. Furthermore, they are never caught flat-footed.

Minotaurs prefer melee combat, where their great strength serves them well. A Minotaur typically begins a battle with a Power Charge at an opponent, lowering its head to bring its mighty horns into play, and tapping into the powers of the Abyss to call forth a hellish fire.

Natural Weapons: Minotaurs have a Gore attack (1d8) as part of their hand-to-hand combat, and are never considered Unarmed.

Racial Weapon Proficiencies: Greataxe, and all Simple Weapons.

Special Attacks (see above): Power Charge (Once per encounter, a minotaur may spend 1 HP per Hit Die to call upon their Abyssal connection to summon demonic flames and strength as part of a special charge attack. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with an additional +9 bonus on their attack roll, damage of 4d6 bludgeoning + 1.5 X STR mod piercing + 2 x CON mod Fire, and they may choose to make a free Bull Rush or Trip attempt after a successful hit with a +9 bonus. This attack will bypass DR / magic and evil. If the Minotaur is Epic, the attack bonus and Bull Rush or Trip bonus both increase to +12, the damage improves to 8d6 bludgeoning + 1.5 X STR mod piercing + 3 X CON mod Fire, and the attack will now bypass DR / magic, evil and epic.)

Special Quality: Natural Cunning (Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to Maze spells, prevents them from ever becoming lost, and enables them to Track enemies. Further, they are never caught flat-footed.)

Special Quality: Scent.

Sun Sensitive: Minotaurs are dazzled in bright sunlight or within the radius of a daylight spell.

Play Dumb: Minotaurs get a +4 on all Bluff checks against the residents of Morga Aborathras, as well as the Ravannese, whenever they're playing dumb.

Demon Affinity: Minotaurs get a +4 bonus on all Diplomacy checks made with Tanar'ri and their agents.

Outsider Vulnerabilities: Minotaurs are strongly tied to their Tanar'ri creators, and thus are vulnerable to magic and magical ablities that affect Outsiders. They are considered Outsiders with the Native subtype, though they do not gain any of the standard benefits of the Outsider Type other than what is listed here (unless they have some other way of acquiring them.)

Automatic Languages: Common, Abyssal.

Favored Class: Barbarian.

Effective Level Adjustment +2

NOTE: All Minotaurs MUST begin play with an Evil alignment, and MAY NOT begin play with a Lawful alignment. THERE ARE NO EXCEPTIONS TO THIS. If you wish to play a Minotaur with a different alignment, start as non-Lawful and Evil, and then roleplay it out with some DMs. Expect it to be a long and arduous task.
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Rifters

Decended from one of several barbarian tribes that lived where the Great Rift now exists, Rifters are magically altered Humans. Their ancestors were present at the time of The Last Stand, and were affected by the magical cataclysm that happened in such a way as to pass on their mutation to following generations.

Rifters tend to be hearty by normal human standards, and have strong personalities. They have a somewhat paradoxical affinity and enmity for magic, at the same time. They often have strangely colored eyes or some other distinguishing feature, marking their heritage.

All Rifters have these traits in addition to the normal Human traits, except where noted:

+2 Constitution, +2 Charisma

Augmented Subtype

Darkvision 40'

Tremorsense 15' (Rifters have an ancentral memory of the quakes that ravaged their homeland when the Great Rift formed, and are very sensitive to vibrations of the earth.)

+4 on all saves vs. earthquakes, cave-ins, and similar effects, whether natural or from spells, etc.

Racial Skill: Rifters begin play with 1 free rank in both Knowledge(Arcana) and Knowledge(Planes), and both of those skills as well as Spellcraft are always considered class skills for them.

Special Quality: Can never cast any type of spells, spell completion items like scrolls or wands, nor use spell-like-abilities. Supernatural and extraordinary abilities are fine.

Special Quality: Gain Spell Resistance equal to 12 + Class levels.

Special Quality: Apportation Accuracy (One of the more esoteric side effects of being exposed to the creation of The Great Rift, all Rifters have an impact on apportation magics: while Rifters cannot cast Teleport, Planeshift, or similar spells themselves, if anyone else casts it upon them or on a group that includes them, or they use a device that has an apportation effect, the accuracy is always perfect.)

Special Ability: Spell Healing (If a Rifter's Spell Resistance successfully blocks an incoming spell, they automatically heal a number of Hit Points equal to the level of the spell resisted. They cannot heal above their maximum hit points in this manner.)

Special Ability: Rifters can use Detect Magic at will as a Supernatural ability. They are so effective at this that they get information 1 round faster than normal.

Special Ability: Rifters can use Identify at will as a Supernatural Ability (with no material components), by spending 10 Rounds in completely uninterrupted concentration while touching the object in question. If anything occurs that might disturb them, they must make a concentration check to avoid being interrupted the same way a spellcaster would if casting a 3rd level spell.

Special Ability: Sense Outsider (Rifter's automatically detect the presence of any creature with the Outsider type or subtype, within 60'. If they come within 30', they can also know the creature's Level/Hit Dice relative to their own. If they come within 10', they immediately know the creature's home plane. This ability functions normally with creatures that are considered to have the Native subtype, though the home plane is obviously the Prime Material in those cases. Detection ranges are halved against Planetouched and other creatures with a similarly thin Outsider bloodline.)

Special Ability: Detect Gate (Rifter's automatically recognize any planar portal / gate, and can tell where it leads by spending a Full Round Action and making a Wisdom or Knowledge(Planes) check DC = 10 + Gate Creator's Hit Dice, or a Bardic Knowledge check.)

Effective Level Adjustment +2

NOTE: All Rifters MUST begin play with a Chaotic alignment. THERE ARE NO EXCEPTIONS TO THIS. Want to play a Neutral or Lawful Rifter? Start as Chaotic, and then roleplay it out with some DMs. Expect it to be a long and arduous task.

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Tieflings

Tieflings are humans that have some fiendishness in their family tree, and are considered "Planetouched". Many tieflings are indistinguishable from humans. Others have small horns, pointed teeth, red eyes, a whiff of brimstone about them, or even cloven feet. No two tieflings are the same. Tieflings are sneaky, subtle, and generally conniving. They prefer to strike from ambush and usually avoid a fair fight if they can.

Tiefling characters possess the following racial traits.

+2 Dexterity, +2 Intelligence, -2 Charisma.

Medium size.

A tiefling’s base land speed is 30 feet.

Darkvision out to 60 feet.

Racial Skills: Tieflings have a +2 racial bonus on Bluff and Hide checks.

Racial Feats: A tiefling gains feats according to its class levels.

Spell-like Ability: Darkness (A tiefling can cast Darkness 2 times per day as a Sorcerer with a caster level equal to their Hit Dice.)

Spell-like Ability: Flare (A tiefling can cast Flare 3 times per day as a Sorcerer with a caster level equal to their Hit Dice.)

NOTE: All Tieflings MUST NOT begin play with a Good alignment. THERE ARE NO EXCEPTIONS TO THIS. Want to play a good Tiefling? Start as Neutral or Evil, and then roleplay it out with some DMs. Expect it to be a long and arduous task.
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Treekin

Treekin are mysterious beings bound to the woods and forests of Warj'Arune, in a way that no other creature can understand. They claim to actually be the offspring of the trees and some other, greater Power. A Treekin looks humanoid in form, but their skin is always the rough bark of the tree that sprouted them. Of the many races present on Warj'Arune, only the Aasimar are more opposed to Evil than the Treekin.

Medium: As Medium creatures, Treekin have no special bonuses or penalties due to their size.

Treekin base land speed is 30 feet.

Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.

Immunity to Entangle effects.

Low-Light Vision: A Treekin can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

Not Naturally Social: Treekin suffer a -2 Charisma penalty.

+1 racial bonus on Listen, Search, and Spot checks.

+4 racial bonus on checks to resist Bull Rush, Trip, Trample, Overrun, and other strength based checks that involve knocking them down or forcing them to move.

+3 on all saves vs. Poison.

Plant Subtype. Treekin are affected by spells & effects that affect Plant creatures, though they do not posses the full list of Plant Type traits. They have a Turn Resistance of 4 against anyone who can Turn or Rebuke Plant Type creatures.

Special Ability: Arboreal Growth (once per week as a Supernatural Ability a Treekin can plant a special sapling that will grow at an accelerated rate, becoming a small tree in 1 weeks' time. This tree has both the Plant Type and Outsider type, and is connected to its mirror image in Arborea. It has double the normal hardness of a regular tree, double the normal hit points, the and same Regeneration quality of the Treekin that spawned it. Animals and Vermin will not eat any part of the tree unless under some sort of magical or other compulsion, and it bears a single Arboreal Fruit each week. Any living creature that eats the Arborial Fruit is immediately affected as per a Lesser Restoration spell, and cured a number of HP equal to their Hit Dice. Undead who eat the Arboreal Fruit suffer the same amounts in Ability Damage and Hit Point loss. Anyone with a Good alignment who sleeps within 10 feet of the Arboreal Growth will be Planeshifted to the tree's mirror image in Arborea while dreaming, and return to the Prime Material shortly before awakening (no Save or SR applies), except for Treekin, who may choose whether or not they're affected. The Arboreal Growth can only be planted on natural ground, such as earth or unworked stone, and it will grow and thrive without need for sunlight, water or air. Arboreal Fruit only stay fresh for one week.)

Special Ability: Take Root (at will a Treekin can spend a Full Round Action and an extra Move Action to root themselves in the ground below them. While rooted, they are immobile (-2 Dex, cannot move) and they can pretend to be a very small tree (+10 to disguise themselves as a tree, and +10 to hide in wooded areas). They also have the following properties while in this state: Immunity to Stunning, Paralysis, Critical Hits, Sneak Attacks and other precision damage, +6 to resist disarm attempts, cannot be bullrushed, tripped, knocked down, overrun, etc, and anyone using Improved Grab against them must move into their square since they cannot be moved. While in this state, their Regeneration quality triples, their natural armor doubles, and they gain DR / - equal to 3 + 1/4th Hit Dice. Unrooting requires the same amount of time, and they may remain in this state for an indefinite period, including while they sleep or rest. This ability can only be used on natural ground, such as earth or unworked stone. This is a Supernatural Ability.)

Special Ability: Return To Growth (at will a Treekin can spend a Standard Action to teleport to his Arboreal Growth without any chance of error. This ability only functions on the plane where the Arboreal Growth was planted, or in Arborea where the Treekin will instead be teleported to his Arboreal Growth's mirror image. At 6th Level he gains the following additional use of this ability: if he is within 10 feet of his Arboreal growth or its mirror image, he can spend a Full Round Action to Planeshift from one to the other, without any chance of error. Either use of this ability can only be activated on natural ground, such as earth or unworked stone. This is a Supernatural Ability.)

Special Ability: Mass Return To Growth (gained at 6th level, once per day the Treekin can use his Return To Growth ability on himself and all allies within 10 feet.)

Special Ability: War Form of the Forest Elder (-UNDER CONSTRUCTION- gained at 12th level, once per day the Treekin can transform into a Treant.)

Special Quality: Trackless Step (as the Druid class ability.)

Special Quality: Natural Armor (extraordinary quality, scales with level as the Barkskin spell.)

Special Quality: Regeneration (1 HP per Round in direct sunlight, 1 HP per 2 Rounds in indirect sunlight or other bright light, 1 HP per minute in shadow or darkness. Damage from Fire, Acid or Electricity functions as lethal.)

Arcane Inept: Treekin cannot cast arcane spells at all, ever.

Fire Vulnerability: Treekin take double damage from fire.

Automatic Languages: Common and Sylvan. Bonus Languages: Any (other than secret languages, such as Druidic).

Favored Class: Any. When determining whether a multiclass Treekin takes an experience point penalty, her highest-level class does not count.

Effective Level Adjustment +2.

Note that all Treekin MAY NOT begin play with an Evil alignment. THERE ARE NO EXCEPTIONS TO THIS. If you wish to play a Treekin with an Evil alignment, start as Neutral or Good, and then roleplay it out with some DMs. Expect it to be a long and arduous task.
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